I am getting some unusual behavior from ProximityPrompts. Here is an example of what I am trying to do in it’s most basic form:
furnacePrompt.Triggered:Connect(function(playerWhoTriggered)
furnacePrompt.Enabled = false
wait(3) -- Wait 3 seconds before the prompt appears again.
furnacePrompt.Enabled = true
end)
The function works as intended, however, there is a slight cosmetic issue. Once triggered, the prompt reappears on the screen for a split second before the prompt is disabled. Why does this happen? Is there any way to fix this issue?
Even trying to disable the prompt on the client using a listener via ProximityPromptService as opposed to the server results in the same issue.